Mercurius
Legend
Good replies all around, thank you. The two main reasons I'm thinking about doing this are:
1) "Realism". I like the idea of higher level characters doing the same things more effectively than lower levels, and not just the miniscule difference in Ability score bonuses. Again, the question: Shouldn't a 20th level wizard's magic missile--unmodified by anything--be markedly more powerful than a 1st level wizard's?
2) Speeding up combat. I didn't mention this before, but I like the idea of speeding up combat a bit. We've only played two sessions, but I've found combat a tad on the long side...a couple times I used the old DM Fiat and speeded up an encounter by dropping monster HP (but this also had to do with several PCs being on the verge of death!).
Now I tend to like minimal house rules, because rules systems are kind of like pick-up sticks: You mess with one stick and you move three others. This can be especially glaring when players try to exploit rules through min-maxing or whatever. But I have always tweaked whatever rule system I've used, and I imagine that once I learn 4ed better I'll start tweaking it. But what I want to avoid is what would seemingly happen if I added this house rule: feats and such would be less desirable than simply ability score gain, and the "specialness" of encounter and daily powers would be less striking.
I could do +1 HP at every four levels, so +1 at 4th, +2 at 8th, +3 at 12th, +4 at 16th, +5 at 20th, +6 at 24th and +7 at 28th. But there is something awkward about that; any house rules I employ should have to be relatively "built in"--like simply saying that the half-level bonus to attacks also applies to damage, rather than the less aesthetically pleasing "quarter level bonus applies to damage."
On the other hand, look at Jedrious's example of the 30th level rogue. A piercing strike range of 16-22 HP for a 30th level character seems kind of weak; I mean, we're talking about a near-immortal here.
Another option would be to add in some kind of extra critical capacity...
H
1) "Realism". I like the idea of higher level characters doing the same things more effectively than lower levels, and not just the miniscule difference in Ability score bonuses. Again, the question: Shouldn't a 20th level wizard's magic missile--unmodified by anything--be markedly more powerful than a 1st level wizard's?
2) Speeding up combat. I didn't mention this before, but I like the idea of speeding up combat a bit. We've only played two sessions, but I've found combat a tad on the long side...a couple times I used the old DM Fiat and speeded up an encounter by dropping monster HP (but this also had to do with several PCs being on the verge of death!).
Now I tend to like minimal house rules, because rules systems are kind of like pick-up sticks: You mess with one stick and you move three others. This can be especially glaring when players try to exploit rules through min-maxing or whatever. But I have always tweaked whatever rule system I've used, and I imagine that once I learn 4ed better I'll start tweaking it. But what I want to avoid is what would seemingly happen if I added this house rule: feats and such would be less desirable than simply ability score gain, and the "specialness" of encounter and daily powers would be less striking.
I could do +1 HP at every four levels, so +1 at 4th, +2 at 8th, +3 at 12th, +4 at 16th, +5 at 20th, +6 at 24th and +7 at 28th. But there is something awkward about that; any house rules I employ should have to be relatively "built in"--like simply saying that the half-level bonus to attacks also applies to damage, rather than the less aesthetically pleasing "quarter level bonus applies to damage."
On the other hand, look at Jedrious's example of the 30th level rogue. A piercing strike range of 16-22 HP for a 30th level character seems kind of weak; I mean, we're talking about a near-immortal here.
Another option would be to add in some kind of extra critical capacity...
H